pub struct Text {
pub text_style: TextStyle,
pub shader: Shader,
pub color: Color,
pub z: f32,
pub wrapping: Wrapping,
pub font_scale: f32,
}
Fields§
§text_style: TextStyle
§shader: Shader
§color: Color
§z: f32
§wrapping: Wrapping
§font_scale: f32
Implementations§
Source§impl Text
impl Text
pub fn new(cx: &mut Cx) -> Self
pub fn instance_font_tc() -> InstanceVec4
pub fn instance_color() -> InstanceColor
pub fn instance_x() -> InstanceFloat
pub fn instance_y() -> InstanceFloat
pub fn instance_w() -> InstanceFloat
pub fn instance_h() -> InstanceFloat
pub fn instance_z() -> InstanceFloat
pub fn instance_base_x() -> InstanceFloat
pub fn instance_base_y() -> InstanceFloat
pub fn instance_font_size() -> InstanceFloat
pub fn instance_marker() -> InstanceFloat
pub fn instance_char_offset() -> InstanceFloat
pub fn uniform_brightness() -> UniformFloat
pub fn uniform_curve() -> UniformFloat
pub fn def_text_shader() -> ShaderGen
pub fn begin_text(&mut self, cx: &mut Cx) -> AlignedInstance
pub fn add_text<F>( &mut self, cx: &mut Cx, geom_x: f32, geom_y: f32, char_offset: usize, aligned: &mut AlignedInstance, chunk: &[char], char_callback: F, )
pub fn end_text(&mut self, cx: &mut Cx, aligned: &AlignedInstance) -> Area
pub fn draw_text(&mut self, cx: &mut Cx, text: &str) -> Area
pub fn find_closest_offset(&self, cx: &Cx, area: &Area, pos: Vec2) -> usize
pub fn get_monospace_base(&self, cx: &Cx) -> Vec2
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Text
impl RefUnwindSafe for Text
impl Send for Text
impl Sync for Text
impl Unpin for Text
impl UnwindSafe for Text
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more